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Thread: Birthright True20 questions
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10-15-2006, 02:30 PM #1
Birthright True20 questions
First question relates to magic. Do ya'all feel that the arcane/divine split in Birthright magic means that the "styles" or "feel" of each system should be different, or can they be very similar because they both ultimately stem from divine power? I'm asking because I have a choice in True20, I can use the default True20 magic system and split it into different groups to fit the divine and arcane sources. I can also use True Sorcery for arcane magic and draw some of the default system's powers for the divine magic. I am inclined to keep it (relatively) simple and just split the default system, but I'd love to get feedback from other Birthright lovers who might also be familiar with True20.
Next question has to do with posting. Once I get a conversion pulled together, may I post it online so others can see/use it? Will I have to ask WotC?
Thanks ya'all.
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10-15-2006, 03:06 PM #2
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Originally Posted by Sigmund
The division between the two is very important to Birthright, both historically and thematically. The normal have the mechanics working similarly (fire and forget), but the spell choices are radically different.
In my campaign, i actually use different systems for each- i think it helps highlight the differences between the two, giving each it's own feel.
As for your conversion- i think that will depend on what is included. It should be built as a conversion guide. That is, don't put in any fluff. Just explain how the mechanics differ. Arcane Adepts can use Power X, but not Y. Divine Adepts can use Power Y but not X. That sort of thing. Stick to that i think you're safe.
-Fizz
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10-15-2006, 04:11 PM #3Originally Posted by Fizz
The division between the two is very important to Birthright, both historically and thematically. The normal have the mechanics working similarly (fire and forget), but the spell choices are radically different.
As for your conversion- i think that will depend on what is included. It should be built as a conversion guide. That is, don't put in any fluff. Just explain how the mechanics differ. Arcane Adepts can use Power X, but not Y. Divine Adepts can use Power Y but not X. That sort of thing. Stick to that i think you're safe.
-Fizz
Thanks for your reply.
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10-15-2006, 04:53 PM #4
I have arcane and divine spells cast using different mechanics. Divine spellcasters use a system of spell points and may cast spells spontaneously. Clerics, druids, and bards are divine spellcasters. Arcane spellcasters use the standard core rules for wizards and bards.
I prefer to have the feel different for arcane and divine spellcasting. Some of it is window dressing and some is mechanical.
Keep in mind that elves have always had arcane magic while humans have always had divine magic. These are two distinct sources of power. Elves still require no divine anything to access maeghaigl. The only divine connection to arcane magic is that humans need a bloodline of the old gods (who presumably no longer grant any spells) to be able to access maeghaigl. But its really no different than using divine spellcasting to access the shadow world, a talent which halflings have naturally, just as elves can naturally access the native magic of the land.
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10-15-2006, 05:15 PM #5Originally Posted by kgauck
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10-18-2006, 05:33 PM #6
I feel the BRCS is a particularly suitable setting to have great variance in the way that Divine and Arcane spell casting is performed.
When you play the game of thrones you win or you die.
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